giadrosich Posted March 9, 2013 Author Share Posted March 9, 2013 I'm really honored to be sponsored as an official project, thanks to everyone who has helped out so far! I hope we can continue making this mod really interesting! And with the help of Jason, I've managed to make significant strides in Hyrule Field using his actor program. Expect to see little things like this around in Hyrule Field. It's not much, but one more thing to actually make the game feel inhabited by the races. Link to comment Share on other sites More sharing options...
Librarian Posted March 10, 2013 Share Posted March 10, 2013 I doubt you could without editing the map, but it would greatly improve Hyrule field if there was some sort of hut/cabbin somewhere. Maybe even someone sitting outside the house. Link to comment Share on other sites More sharing options...
Jason777 Posted March 10, 2013 Share Posted March 10, 2013 I doubt you could without editing the map, but it would greatly improve Hyrule field if there was some sort of hut/cabbin somewhere. Maybe even someone sitting outside the house.Well, I think some of the houses in Kakariko are actually actors so I would think it would be possible. Link to comment Share on other sites More sharing options...
Librarian Posted March 10, 2013 Share Posted March 10, 2013 Hmm, can't seem to find an actor for a house. Maybe she could create a house actor herself, it'd be great practice. Link to comment Share on other sites More sharing options...
Setzer Gabbiani Posted March 10, 2013 Share Posted March 10, 2013 Sorry for the late response, I just saw this project now! It's looking very neat! In response to the person who said that bosses should be replaced, I would have to go against this. I love bosses in games, especially Zelda. Now, it would be nice to see some changes. I understand that you said you don't have the ability to modify bosses and make new ones, like URA is doing, but you should be able to mix it up a little. Add some traps into the room, put some normal enemies that spawn in during the fight as minions for the boss. Imagine if Twinrova could summon Torch Slugs and Freezards. I'm sure that you could design some things to make the bosses even more interesting. What if you added a bit of a puzzle element to the fight? Unsure how you would do this, though. Imagine if something like Barrinade had an ice barrier around it in its stationary form, that you had to use fire arrows or something similar to take off in order to hurt it? Little things like that, and spawning minions could make the bosses interesting. Another thing you could maybe do with bosses is have the fights with them be elsewhere in the story? We've seen this with the Ganon in Lon Lon Ranch video. Maybe fighting some of them twice? Imagine if you fought Twinrova with a small modification in the Spirit Temple where you normally fought her, and then again toward the end of the game somewhere before Ganon with even harder modifications. 1 Link to comment Share on other sites More sharing options...
giadrosich Posted March 10, 2013 Author Share Posted March 10, 2013 Well, I think some of the houses in Kakariko are actually actors so I would think it would be possible. I checked out Sayaka, ZAP2 and through the actor list, but I don't see anything. I do know the shooting gallery in Kakariko is an actor, but it would be a bit odd to have that building out there. As for creating my own house, I've been messing around in Sketchup, but I have no idea how to import objects and make actors/objects/variables for them (I assume they need that). If I could make the object and someone teaches me how to import it, then perhaps. Hyrule Field would be nice to have a tiny village outcropping. How big should the building be, perhaps? As for the enemy thing, I actually have been working on some stuff that adds more challenge in the boss chambers, but not going to reveal that until later. Link to comment Share on other sites More sharing options...
duckofchaos Posted March 10, 2013 Share Posted March 10, 2013 Man, every single chnage you reveal is making me love this project more and more. The changes to the opening are great! Link to comment Share on other sites More sharing options...
Librarian Posted March 11, 2013 Share Posted March 11, 2013 How big should the building be, perhaps? I was thinking around the size of Dampe's hut, in kakariko's graveyard. Maybe a bit bigger... Link to comment Share on other sites More sharing options...
giadrosich Posted March 11, 2013 Author Share Posted March 11, 2013 Progress update! Hey, if cows can be in Jabu.... I'm allowed fire somewhere. It's the law. 1 Link to comment Share on other sites More sharing options...
sairugoth Posted March 11, 2013 Share Posted March 11, 2013 I checked out Sayaka, ZAP2 and through the actor list, but I don't see anything. I do know the shooting gallery in Kakariko is an actor, but it would be a bit odd to have that building out there. As for creating my own house, I've been messing around in Sketchup, but I have no idea how to import objects and make actors/objects/variables for them (I assume they need that). If I could make the object and someone teaches me how to import it, then perhaps. Hyrule Field would be nice to have a tiny village outcropping. How big should the building be, perhaps? As for the enemy thing, I actually have been working on some stuff that adds more challenge in the boss chambers, but not going to reveal that until later. Here's some impotent things to know about when Using SketchUp I found. [post=https://sites.google.com/site/flotonic65/modding/n64zeldadoc/modelpresets]Here[/post] Hope it helps 1 Link to comment Share on other sites More sharing options...
Jason777 Posted March 11, 2013 Share Posted March 11, 2013 sairugoth, try posting hyperlinks like this: *url= " http://the-gcn.com/index "* Click Me */url* Replace all the asterisks (*) with opening/closing brackets ([]) and remove spaces to produce this effect: Click Me 1 Link to comment Share on other sites More sharing options...
NoSkinnedKoopa Posted March 12, 2013 Share Posted March 12, 2013 I'm looking really forward to this project! Nice job, even though this project will have mostly minor edits, it is defiantly for sure worthy to play. I'm starting to get interested into Zelda hacking, and might make my own project someday... Link to comment Share on other sites More sharing options...
giadrosich Posted March 12, 2013 Author Share Posted March 12, 2013 I'm looking really forward to this project! Nice job, even though this project will have mostly minor edits, it is defiantly for sure worthy to play. I'm starting to get interested into Zelda hacking, and might make my own project someday... I hope you do enjoy it. I am working on a few surprises though, with dungeon puzzles and all that, so hopefully it'll feel fresh. With the storyline overhaul, new sidequests, new route through the game as well as more NPC involvement, it'll have something for everyone in it. I'm working on the dungeons and doing my best with them--it's hard to fit new puzzles into an already-changed layout. Link to comment Share on other sites More sharing options...
giadrosich Posted March 12, 2013 Author Share Posted March 12, 2013 Nothing terribly interesting to show off, my recent workings is skulltula movements, so can't really show that off for sake of spoilers Thought you guys might want more examples of NPC conversations. And just for lols: EDIT: Website is updated and very shiny! Thanks to ShadowFire for setting it up for me and making it look awesome! Be sure to spread the news to friends about the mod so they can try it out. http://voyageroftime.the-gcn.com/index.html Link to comment Share on other sites More sharing options...
Arceny Posted March 12, 2013 Share Posted March 12, 2013 Wow! Nice job, ShadowFire! Link to comment Share on other sites More sharing options...
Setzer Gabbiani Posted March 12, 2013 Share Posted March 12, 2013 With each new little detail released, I am only getting more and more excited. Keep up the great work! Can't wait for this to finally be released. Link to comment Share on other sites More sharing options...
Jabba Posted March 14, 2013 Share Posted March 14, 2013 Though I post little, I love following peoples projects and this is one that is so simple and so effective I'm surprised no one has done it sooner. This is really awesome. Also love the frequent updates! Link to comment Share on other sites More sharing options...
giadrosich Posted March 14, 2013 Author Share Posted March 14, 2013 Progress Update! This took way longer than it should have really what with issues with the issues I've been having with the rom. They are fixed though, and I've learned how to not override maps like an idiot. I don't want to show too much of the dungeons, because what little change there will be, then it wouldn't be a surprise. So don't expect too much in that way. Link to comment Share on other sites More sharing options...
giadrosich Posted March 14, 2013 Author Share Posted March 14, 2013 That dark green tunic. That Hero's Shield. That block train. Biggoron Sword? Fairy Ocarina? The fairy ocarina is because of first file debug rom weirdness. I had just switch swords. Now, in the regular file that people will get, there is going to be some weird ocarina shenanigans until you get the actual ocarina of time. Since you time travel so much and all. Link to comment Share on other sites More sharing options...
Setzer Gabbiani Posted March 15, 2013 Share Posted March 15, 2013 Also, 6 keys at once? And in the Forest Temple. Does anyone else feel a "yikes" coming on? Link to comment Share on other sites More sharing options...
giadrosich Posted March 15, 2013 Author Share Posted March 15, 2013 Also, 6 keys at once? And in the Forest Temple. Does anyone else feel a "yikes" coming on? The first file of the debug rom has you have all 8 keys, I've used two to get into the temple to the room I'm testing in. Link to comment Share on other sites More sharing options...
Setzer Gabbiani Posted March 15, 2013 Share Posted March 15, 2013 Ah, gotcha. I was scared for a minute there. The Forest Temple keys always bugged me enough as they are now. Link to comment Share on other sites More sharing options...
giadrosich Posted March 18, 2013 Author Share Posted March 18, 2013 Just a small progress update, no pics though, sorry. It's rougher to post updates for dungeons, as I've said. I don't want to spoil things, but I also want to keep people updated on what I've done. Kid dungeons are completed as well as Fire/Forest Temple. I've been attempting to think of things for Water Temple, but the problem with that temple is the water levels. My main goal is to change the flow of the temples, and the flow of that temple is SO particular with the levels. The best I can do is prevent getting the longshot two seconds into the level. I'll keep working on it though, of course. Link to comment Share on other sites More sharing options...
Xylaphone Posted March 18, 2013 Share Posted March 18, 2013 The best I can do is prevent getting the longshot two seconds into the level. I'll keep working on it though, of course. ^ this you can beat the water temple in master quest in minutes by picking up the longshot than jump slashing through the boss door. Have you considered removing the water entirely and use the hover boots to move around? I'm not sure if they last long enough to make some of the needed jumps though 1 Link to comment Share on other sites More sharing options...
hannssoni Posted March 26, 2013 Share Posted March 26, 2013 just question will you show video how to patch the debug rom (zelootma) for those who can't ( i mean my self LOL) Link to comment Share on other sites More sharing options...
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